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More F/M/T questions...

Discussion in 'BG2: Shadows of Amn (Classic)' started by Lord Sarevok, Jan 28, 2002.

  1. Bombur

    Bombur I'm always last and I don't like it

    Joined:
    Jan 14, 2002
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    Spells I like to use with a F/M/T:

    At lower levels, I go for defensive and miscellaneous spells (friends when shopping, identify when discovering items, etc.), and leave the offense to my fighting skills (though I usually start with a good backstab).

    Frankly, I think at low levels and even at higher levels one of the greatest assets to being part mage is the ability to use wands for offense. The wand of cloud kill you pick up in Irenicus' dungeon will serve you incredibly well, as will the wand of monster summoning. I like to pick up all the wands at Irenicus' place, save enough gold to buy about 4 or 5 potions of master thievery, then sell the wands to a mean merchant and steal them back fully charged. With wands in hand, I don't need many offensive spells until I get to the more powerful monsters in the game.

    So, favorite spells list looks something like this:

    Level 1: armor (until I score some good gauntlets); identify; friends; protection from evil (for that AC bonus) and of course magic missile (great for taking out opponents "skin" spells and disruping spell casting).

    Level 2: detect evil (got to be a favorite at any level - info is power); detect invisibility (can't hit what you can't see); resist fear (a must when dragons are around).

    Level 3: invisibility 10' radius is top of the list (I always like to see them before they see me); fireball (at low levels I prefer a wand, but can't beat a real spell for damage at higher levels); remove magic (dispel magic is too sloppy - I prefer to keep my own protections).

    Level 4: farsight (major favorite - again, knowledge is power; a must in conjuction with summoned monsters; better than wizard eye because it doesn't subject you to attack); stone skin; improved invisibility; enchanted weapon (+3 long sword at lower level that you could normally find one); greater malison (especially with higher level monsters that always seem to make their saving throws otherwise).

    Level 5: protection from normal weapons (oh yeah!); breach (a must against monsters with magic); lower resistance (a must with more powerful monsters); domination (until I get that staff of command).

    Level 6: pierce magic; true sight; protection from magical weapons.

    Level 7: project image (best spell ever! reproduces a copy of you that includes all your quick items and can set traps, all without using up your precious charges, spells, traps, etc., so that you can still cast them yourself); mantle; finger of death; spell sequencer.

    Level 8: simulacrum (almost as good as project image, even better when you need an extra hand fighting); abi dalzin's horrid wilting (like an improved cloudkill).

    That's my list. :)
     
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